How might we...
...utilize AR capabilities to help people enjoy a music festival without distractions?
This pattern was a co-created output of a Design Jam which took place in Seoul National University on the subject of body-based data in XR. During the Jam, four design teams created simple prototypes which helped deliver better transparency and control over data use in imagined XR services.
The speculative scenario of Team Entertainment centered on the experience of a high-school graduate wearing AR glasses to a music festival. He is not very knowledgeable about data privacy and wants to enjoy the experience without distractions.
Participating in the Body-Based Data Privacy in XR Design Jam in South Korea, Team Entertainment was made up of students and academics from Seoul National University together with external privacy experts.
During the Design Jam, Team Entertainment identified an opportunity to use AR capabilities to reduce their persona’s possible negative experiences and help him control his body-based data easily, so that he can enjoy a festival without distractions.
How might we...
...utilize AR capabilities to help people enjoy a music festival without distractions?
Team Entertainment’s solutions explored how to make body-based data usage easy to understand and control while also looking out for people’s well being.
Body-Based Data Tutorial
Before the experience begins, the person can participate in a tutorial related to the activity they are about to engage in. For example, in a festival scenario they can learn how their voice and motion data is collected and used by engaging in activities where they sing and dance.
Distraction-Minimizing Controls
Easy to access controls that have a simple menu that the person can access at any time. The controls can be opened and used with a simple hand or head movement to minimize distractions.
AR-Assisted Socializing and Navigation
The person can use AR capabilities and body-based data to find and communicate with friends in close proximity or locate desired places and things in their surroundings.
Wellbeing Monitoring through Body-Based Data
Body-based data is used to monitor the person’s wellbeing and give recommendations to prevent negative situations.
Team Entertainment used XR prototyping techniques to realize their solution, making use of props and sketches to demonstrate the spatial and physical dimensions of their prototype. The prototypes that were developed by Team Entertainment and the other participating teams were then used to synthesize learnings and insights which were distilled into UX design patterns for privacy interactions.
Team Entertainment’s solution was used as the basis for the Controls-At-Hand design pattern.
The Controls-At-Hand pattern features a dial that people can access at any point in an experience. It is designed for someone who wants to control the data they share without interrupting an experience.
In this future-facing example, the system has been reading the person’s neural data to gauge their interest levels and provide recommendations. The person doesn’t want to reveal their full level of engagement, so they access the Controls-At-Hand dial to turn down the level of neural data they are sharing.